Architect Archive

Thread: OK so what did they change and WHY?

Shazbham
Tue Dec 23, 2003 11:30 am
#1

Seems like ever since they put the change in that does not make resources POOF, experiments have been screwed up on Heavies. This is really weird now.


I use all really good resources, my Ore Mining Units come out as 98% my tools are 14.46, my Crafting Station is a 43+ and yet when I try to make them recently (past 3 or 4 days) using the exact same parts and resources they come out as Some 13's, Some 12's, and an occasional 10 or 9???


**edit** is going on now????


When I make a Fusion or almost anything else I can hit the top number every time? It's only heavy Minerals that seem to be screwed up? This is getting to be very frustrating and a HUGE waste of resources, time and patience!


I listened to people in here and changed from a normal poly and am now using an Oil with no Stats etc and that DID help a lot but??


Anyone else find this is happening to them to? Or am I cursed?






Mrbledsoe Saido
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Zypen
Wed Dec 24, 2003 5:39 am
#2

I think you just had some bad luck. I just got done make about 20 diffent harvesters by hand using the parts I had sitting around for awhile and not one of them turned out below BER 12. I had a few failures but I was able to get them to BER 12 with out a problem.


What was the starting BER on your harvesters? Mine all started at BER 11

Shazbham
Wed Dec 24, 2003 8:49 am
#3






Zypen wrote:

I think you just had some bad luck. I just got done make about 20 diffent harvesters by hand using the parts I had sitting around for awhile and not one of them turned out below BER 12. I had a few failures but I was able to get them to BER 12 with out a problem.


What was the starting BER on your harvesters? Mine all started at BER 11







Nah it's been doing this for 3 FING days now and I'm about FING sick of it, I've tried making all new parts, tools etc and it still is doing the same FING thing! No Ryme or reason to it at all! I've even tried switching back to the regular poly that I was using before and I thought that was the trick but I just ran off 3 of them and I gotone 13,one 12 andone 11 all by hand???????? All this using 98% Ore mining units and starting with 11's after assembly.


It seems that the experiments are now REALLY REALLY REALLY screwed, but ONLY on Heavy Mineral Harvesters, everything else is just fine? hehe I've been trying to fill One farging order for 10 heavy 13's since early yesterday and I'm only up to 7 so far and I'm out 250k of ore and not to mention how much metal and all the other resources because of this crap. This is the FIRST time I've ever NOT been able to meet a deadline for having an order ready on time.


Now I can see why so many people have DROPPED Architect as a profession, it's too unstable and too **edit** frustrating!


BTW, I also noticed that my Crafting Stations dropped a full point using the exact same resources, components, tools, Station AND getting the same results on Experimentation? Anyone have an answer to this one?


If this keeps up I think there is going to be another EX-Architect out here in the game, I USED to be able to make money in the game in this Profession, but in one fell swoop this ONE order and this one change is killing all the profit I had made! Funny, I have not changed anything I've ever done in the past, yet this is all happening to me? Go Figure.


Yah, Sorry for ranting, but I hope someone out there can see my point at least a little bit?





Mrbledsoe Saido
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ZenDragonMLS
Wed Dec 24, 2003 9:11 am
#4

Some suggestions:

1. Experiment in bigger chunks. I typically make my first experiment about 6-7 points. This usually gets a "great" and comes in in the high 60% with BER12. Then I pop 2 more points. Quite often this gets me into the 80s, and BER13. At that point I put the last 2 points into storage.

2. Make sure that your OMU are experimented as high as possible - I made a batch at 95%. The higher the quality of the OMU, the lower your final assembly score has to be to hit BER13. This gives you some room for error and/or to put points into storage.

3. MAKE HARVESTERS IN A FACTORY! Seriously, I rarely make "one off" ones any more. I do big runs of generator turbines, OMU, small structure storage modules. Then I take high quality resources for the final assembly and a single set of walls and go for it. If I get a BER12, I make a prototype and put it on my vendor at a deep discount (it's a "second"). If I get a BER13, I make a schematic right there. Since you can use arbitrary walls, the thing that takes the most resources, you *don't* have to have 10 (20, 30) heavy harvester's worth of resources available to start. A lot of times when I make a schematic I only have enough walls on hand (I'm a solo guy) to make 4-6 harvesters. So I make the schematic (burning one set) and then pop everything into the factory. I get 3-5 harvesters out and put them on the vendor. The next time I get 7-21 walls, I just dump them into the input hopper and push the button. Out come BER13 harvesters with no muss or fuss.

By doing it this way I can make 20-40 (or more) BER13 harvesters with 1-2 "losses" (1 for the schematic and maybe one for a first failed attempt). That is so much better than the odds of hand-crafting each one that I regard it as a no-brainer.

It's not uncommon for me to have active schematics for 3-4 different types of heavy harvesters. I'll look at my vendor, demand, and orders and say "ok - the next 30 walls go toward chem harvesters". It's that simple.



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Shazbham
Wed Dec 24, 2003 10:19 am
#5






ZenDragonMLS wrote:
Some suggestions:

1. Experiment in bigger chunks. I typically make my first experiment about 6-7 points. This usually gets a "great" and comes in in the high 60% with BER12. Then I pop 2 more points. Quite often this gets me into the 80s, and BER13. At that point I put the last 2 points into storage.

2. Make sure that your OMU are experimented as high as possible - I made a batch at 95%. The higher the quality of the OMU, the lower your final assembly score has to be to hit BER13. This gives you some room for error and/or to put points into storage.

3. MAKE HARVESTERS IN A FACTORY! Seriously, I rarely make "one off" ones any more. I do big runs of generator turbines, OMU, small structure storage modules. Then I take high quality resources for the final assembly and a single set of walls and go for it. If I get a BER12, I make a prototype and put it on my vendor at a deep discount (it's a "second"). If I get a BER13, I make a schematic right there. Since you can use arbitrary walls, the thing that takes the most resources, you *don't* have to have 10 (20, 30) heavy harvester's worth of resources available to start. A lot of times when I make a schematic I only have enough walls on hand (I'm a solo guy) to make 4-6 harvesters. So I make the schematic (burning one set) and then pop everything into the factory. I get 3-5 harvesters out and put them on the vendor. The next time I get 7-21 walls, I just dump them into the input hopper and push the button. Out come BER13 harvesters with no muss or fuss.

By doing it this way I can make 20-40 (or more) BER13 harvesters with 1-2 "losses" (1 for the schematic and maybe one for a first failed attempt). That is so much better than the odds of hand-crafting each one that I regard it as a no-brainer.

It's not uncommon for me to have active schematics for 3-4 different types of heavy harvesters. I'll look at my vendor, demand, and orders and say "ok - the next 30 walls go toward chem harvesters". It's that simple.




I see what you're saying and that DOES make sense and I have thought about that myself, but my complaint is that I've never had to do that before, up until the most recent change I could sit there and make "Structure's" without any problems Sure there would be the "Occasional" "ONE" that would misfire and come out as a 12 but that was OK with me, I would slap that on my vendor at a discount and not worry about it.


Lately (last month) I've been really busy with LARGE orders and when I have any down time I stock up my vendor. But the past few days its' been H E L L with the Heavies.


I guess maybe it would not bother me SO much if it didn't take so **edit** long to run Structural Mods in the factory, Have to wait for hours to get a good run of those to only make another run to turn them into Walls 10 each to make one Wall. Kind of steep if you ask me. Not complaining about the resources usage, just complaining about the time it takes to manufacture them.


In fact all Factory times are severely inflated. In reality don't people buy or start a factory to speed up production and control quality? Not in SWG, you can control quality but at a severe reduction in time to produce that product. Does that make sense to anyone? I'ts been a bug ever since they changed the factories to not give out the massive XP that they did in the very beginning of the game. BUG, or did they change it on purpose and just forget to tell anyone? IE Stealth Nerf? Sure would be nice if they sped up the factories and cut their current time to produce items in half or more! hehe just another way for them to help save their pathetic DB from getting run over with items too fast again.






Mrbledsoe Saido
Master Artisan
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Master Architect
Shop Location Corellia 430 -5394
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